#import "sprite_game_enemy_2.h"

@implementation SpriteGameEnemy2

- (id)initSpriteGameEnemy2
{
	if ((self = [super initSpriteGameEnemy]))
	{
		objectName_ = "object sprite game enemy type 2"
		
		/*box2d
		*/
		fixtureBody_ = NULL;
	}
	return self;
}

- (void)createBody
{
	int i;
	int _VertexCount;
	float _Ratio;
	b2Vec2 *_Vertex;
	b2PolygonShape _PolygonShape;
	b2FixtureDef _FixtureDef;
	
	[super createBody];
	
	_Ratio = 1 / CMgrGamePhysics::Ratio();
	_FixtureDef.density = 1.0f;
	_FixtureDef.isSensor = true;
	
	_VertexCount = g_CfgGameEnemyDataTable[2].box2d_collision_point_table_body.size();
	_Vertex = ptCreateCollisionVertex(&g_CfgGameEnemyDataTable[2].box2d_collision_point_table_body);
	for (i = 0; i < _VertexCount; ++i)
	{
		_Vertex[i] = ptScaleVector_same(_Vertex[i], _Ratio);
	}
	_PolygonShape.Set(_Vertex, _VertexCount);
	free(_Vertex);
	_FixtureDef.shape = &_PolygonShape;
	fixtureBody_ = box2dBody_->CreateFixture(&_FixtureDef);
}

- (void)destroyBody
{
	[super destroyBody];
	fixtureBody_ = NULL;
}

- (void)playAniMove
{
	CCSequence *seq;
	id actionMove;
	CCCallFunc *callBack;
	
	
}

- (void)playAniAttack
{
}

- (void)playAniDie
{
}

@end